
Working with a director of creative lead to define their vision and determine a clear direction for the musical creation, Joris' main aim is to understand the production's purpose, its intended audience and the message to be conveyed. This is the first step to determining the style of music required for the most effective impact with instrumentation and duration of score to be fully considered.
A structured plan will then be formulated for delivery of a score that should embody and enhance the production's experience.
Joris designs imaginative, strikingly bright and realistic sounds heightening the experience of a production's visual performance, whether environment, event or walla. He is particularly skilled at creating mood pieces or soundscapes intensifying emotional content and has considerable experience in delivering expert sound edits and high definition mixes.
Joris uses Nuendo 4 and Cubase 5 for composition, with a vast array of popular plug-ins and software instruments as well as outboard hardware. Pro Tools TDM serves as the hub of his studio, which is fully 5.1 capable and can output to a variety of formats from full surround broadcast wave mixes to simple MP3's for quick referencing.
He keeps up to date with the latest developments in game audio technology and is currently researching Fmod and Wwise platforms. He also contributed to the development of Sony's interactive music engine for the PS3 that was utilised in their flagship title Killzone 2.
Using several of the popular libraries from developers such as Quantum Leap, Sonic Implants and Sam Projects, Joris was an early adaptor of Wallander's Wivi Brass library. He is a big fan of Kontakt, the Native Instruments sampler, and his sonic arsenal includes a large library of custom-programmed and sampled instruments.
In addition, he has beta tested audio plug=ins for several companies such as AudioEase and SoundToys, and has provided consulting for various composers and game companies, ranging from custom-programmed and sampled sounds and sample rigs to assisting development of audio tools and music/sound engines for video games.
